﻿#version 330 core
#include "./Util_Frag.glsl";

// Receive the input from the vertex shader in an attribute 中文注释是否可用
in vec2 frag_texCoords;
uniform sampler2D texture1;
uniform sampler2D texture2;

out vec4 out_color;

void main()
{
    // out_color = vec4(frag_texCoords.x, frag_texCoords.y, 0.0, 1.0);
    out_color = mix(texture(texture1, frag_texCoords), texture(texture2, frag_texCoords), 0.2);
}